I found a quote that sums up all of SE; “If you can walk away from a landing, it’s a good landing. If you use the airplane the next day, it’s an outstanding landing.” - Chuck Yeager
Y'know what would spice up the economy system? A tier-based trading system, where with enough reputation you can get access to basically better shops and contracts. Maybe get in at some smuggling of prototech components at the highest level, as a slow and expensive way to get them without risking being attacked by the Factorum - or of an entirely new set of rewards limited to such strategies.
For future reference, if you have a hydrogen bottle, and the station sells hydrogen, you can buy 1 liter of hydrogen to fill the hydrogen bottle in your inventory. Also, the cashback option on a store block allows it to be used as an ATM.
@@BrianRonald As a new player I say: It's a very specific and strange system in an already confusing game that's 90% about mining > refining > building. It's like Potion Brewing for me in Minecraft. A very extensive system, that's behind a singular, specific item, that- I'm pretty sure- is only craftable after killing a mob from the Nether. They're both just out of the way of the normal loop that it doesn't appear worth my time, so I never learn it.
Learning potion brewing in minecaft is relatively simple but the buffs you can get are incredibly useful in many situations. Almost every potion follows this exact formula - Water bottle + Nether wart + X ingredient + Glowstone for strength OR + Redstone for duration So if I wanted a potion of swiftness 2 it would be Wb + Nw + Sugar (the ingredient for swiftness) = Swiftness 1 then + Glowstone powder = Swiftness 2. You can even find a brewing stand in a village church but it will still require blaze powder to power it, which you should have anyway if you're crafting eyes of ender. It can be fully automated with a few hoppers and droppers feeding ingredients to the brewing stand which is fun to solve and having regeneration potions for the duration of the wither fight is essential, especially on bedrock where the fight is almost impossible without them. I know no one asked but seeing your comment made me think of all the fun I had designing an automated potion brewer for me and my friends to use on our old world a few years ago
event controller, controlled hydrogen engine, if battery is less then 20%, turn on engine, if battery is greater the 80%, turn off engine. Also, you can directly refil bottles at the npc stations by buying 1KL worth to yourself, as long as you have a bottle.
the event controller trick is absolutely something I'll have to figure out! I haven't had enough play time sence they came out to figure them out and really need to play around with them.
@@Ediros1 Yes, you do, since you can only set one criteria per controller. You could have one that turns on under 50% and off over 50%, but it would just cause the engine to rapidly turn on and off repeatedly. If you want different criteria like that, then ya, you need two.
Batteries don’t recharge at 100% efficiently only 80% so you loose power from the hydrogen engine recharging batteries with it, you’re better off just using the power from the engine directly and using the batteries as a backup
Your 'false start' reminds me of my "No refining" playthrough, where I wanted to play by only getting components through grinding down unknown signals or pirate/faction ships. I thought it would be hard. Cue an *ABSOLUTELY MASSIVE* large grid ship spawning as a scrap distress signal which had almost everything on there including a jump drive. Most of my early game sessions were just grinding the beast down and then hauling all of the components back to a place where I could build something useful from it. The economy system really has potential if they could open up the opportunity for modding it.
100% Balancing against that was an interesting challenge when making the Scrapyard mods, it's tricky to keep the early game pacing at a level where you get to appreciate your finds and not instantly feel like the emperor :P
@@Splitsie 2-4 videos? You'd best get cracking then coz I saw your gamesave was called 'Rags to Riches', not 'Rags to Comfortably Well-Off'. We want the riches 😉🤣👍
@@Galerak1maybe he didn't check prices for the bigger ships...😂 knowing splitsie though he's also not one to cheese the economy by just doing boring mining/acquisition contracts once he has the means to breeze through them... although they're generally also lacking variety and modability so it does get a bit boring past the startig challenge :( fingers crossed we see a fighter purchase and some escort contracts + repairs using economy only ❤
@@SplitsieI have done this before and I lost steam once I got a decent large fridge ship - where do I go from there?? But I also didn't have progression on... I'll have to take another swing. I did use the sleep lid though and paid a nightly fee to stay at the station.
@SmooreMC85 Once I got a decent jump capable ship built I just pointed away from center and went. Heading to Deep Space 8000km at a time to "see what's out there".
STIV sells ships. Economy Station Key - The first two letters is the faction name abbreviation. The second two letters is station type. Ship Merchant - AT, CG, CS, EG, HI, IN, IV, MA, MK, SB, WE Ores & Ingots - DC, DR, EX, MG, MN, PR, SR Components - AL, CM, CO, CT, DE, DW, HS, MC, SH, SL, TK, TR
39:37 "I guess my worry is that I'll forget and I'll leave the engine running. And I'll burn through stuff that I don't need to." That's honestly always been my fear as well. But, for whatever reason, this video finally made it click in my head that we could use an event controller to automatically shut off the hydrogen engine whenever you had more than, say, a 95% charge on the battery so that it would only serve as a battery recharger.
Must be odd for the station staff to see this one grey suit engineer coming and coming from the station, accepting missions, then just building "random" blocks just outside the safe zone. You know, if the station had staff.
Splitsie should really add the "Crew enabled" mod. The engineer npcs it adds are coloured like the station, but they only sit at the tables (at least last time I checked, that was before the signal update)
When you unlock the Merge block, I guess you could steal them small batteries from your unknown signals, and just pop 'em on your ship when push comes to shove..
To be totally fair, this would be a GREAT starting scenario for anyone if they were given, say 50k credits and a shipyard, choose a small grid basic ship to start the game, then you can have a builder/miner/fighter and build up from there. Or, as you've done here, neglect all of that and run around in a suit to afford a bigger/better starting ship
If there were ships made of dodgy blocks that had some sorts of issues in ships that didn't start at several million each, it'd be a fun way to play - annoyingly it's not something we can properly mod in, though I would like to see what might be possible with what jturp is doing with his trader bots (I'm not sure if it's just putting a face to the stations or if it's a separate thing though)
Tools can drift off screen when you are using your jetpack and move too suddenly, the fix is to switch your jetpack off and then switch it back on. Also that Haulage contract - pain. You'd have made it if it wasn't for the planet, made it with a minute to spare.
They said they are going to add more NPC stuff. I hope the Economy is part of that. Like more elaborate and varied missions and new ships that have new parts. I think all the ships currently are from parts available in 2013?. Imagine being able to buy a ship that has prototech but has some requirement that is very challenging. Possibilities are endless. Thanks for the video. I am enjoying this series.
What they need to add is mod support for contracts and such. It's a gaping hole in their modding support, and it's sharply limiting what some of the advanced scenarios (like Ares At War) can do.
Agreed, more vanilla content for it AND opening it up for modding would make SE capable of some properly interesting scenarios using the economy and faction setups
This is a wild coincidence! I just started an economy run myself! My goal is 1 billion SC where you can scavenge/loot but each rep point lost is a fine of 50,000 SC and respawns cost 500,000 SC! Anyway, really hope you make this into a series, I'd love to see more!!
@@ARockRaider Yeah. If I had any knowledge on how to make mods, I'd love to try and set something up for it, but as it stands currently, I just make the payments to a faction I set up and keep track of my debts manually
A series/mini series where the progression system is disabled but the ability to build any assemblers is also disabled, you could mine and refine but that would just be to sell ores and ingots, any ability to get materials would have to be either bought or salvaged or commandeered from the pirate faction So basically just this series but a small step forward in the straight economy (Edit) even if Splitsie doesn’t I still love this series, well every SE series he has done is great
I've been thinking that might be something I could do with Capac (just the two of us) and go full on pirate, we're hoping to find time to do something like that in the coming months :)
Maydays seem to be somewhat broken at the moment, I've been chasing them down lately, 30mins+ and/or lots of KM's, still nothing, then 3 will simultaneously spawn. Also they usually spawn 30km out, so can be missed easily if they spawn behind you and you travel out of range.
@@Splitsie Possibly the frequency setting, I don't think existed previous to contact, maybe what works for the new planetary encounters doesn't work for the old space versions? No doubt the next update with new trade ships and encounters might tip things back the other way.
Hey @Splitsie :) How about "stealing" some oxygen from space station by moving small grid "Drone" with O2 tank and Air Vent (on depressurize) inside the station ? :)
Sadly as much as that would be cool, it doesn't work :( Air vents won't detect an atmosphere as being present unless it's a pressurised space on the same grid as the vent (can't even be a subgrid) or it's the atmosphere of a planet. I got frustrated by that when trying to do a subgrid based small grid airvent in the past
I think that making more rare resources consistently available for purchase would make the economy more reasonable to engage with. If uranium was easy to buy but hard to find then it would both make reactor powered ships more viable, and encourage players to regularly visit trading stations. You could also have black market trading stations that specialize in selling weapons and ammunition, as well as damaged cargo ships, which would imply that they were acquired through piracy. I also think that certain cargo ships should offer trades (mining ships offering ores for example). There could also be hirable transports that you can give resources or a grid to along with a set of GPS coordinates, and depending on how much and how far they will give you a price to move those things to the destination.
Any or all of those things would help, the system has potential but keen haven't really gotten enough out of it. Maybe they'll eventually cave to us and at least open the system up to modders
Wow, my friend, you are making this real hard for yourself.Oh keep on being awesome. I'm pretty sure you're going to inspire somebody else to do this.😊
Build three oxygen farms and an O2 tank on to your assembler along with a couple of solar panels and your O2 problems will be solved with enough to refill your suit and bottles.
Problem is, O2 farms cost a solid amount of power. Each farm requires 20 kW, which means 3 takes up over a third of the _maximum_ power output of a large grid solar panel. And you'll only sustain that maximum if you set up that panel on a tracking array (and I think his station is actually in the shadow area around the planet, so he'll never get maximum uptime on the arrays). It does solve the O2 issue, but it definitely isn't free. And tbh, O2 isn't really an issue for him now anyway. Engineers require 0.063 L/s of oxygen, so 50 kL of oxygen is enough for a bit over 9 days (~220.5 hours) of gameplay, and it only cost him 8300 credits for that much oxygen, or about 38 credits per hour of oxygen. That's completely trivial, and imo not worth the resources that'd be required to build the farms, the solar panel, and the tracking array.
Yeah, they're power hungry so I'll likely rely on buying O2 for a little while, though I'm honestly not sure where this will end up going as I want to do some of each mission type so I may well end up not wanting all sorts of things I usually would :)
Thank you splitsie for making my bay every week I got space engineers and I played for a few hours and I all ready love this game and I love your content😊
How are you always so damn lucky :) appreciate the restart for us unlucky ones... Also the prices cycle. so you have to wait for the discounts which is shown as the red prices.
Haven’t finished watching yet, but does splitsie ever realize if you have a hydrogen/oxygen bottle in your inventory, (I’m 99.99% sure) you can just directly buy hydrogen directly from the station to fill the bottle?(unless it has changed)
Can we name your ship The Paper AeroDuck? Because its bath duck yellow and looks ike a paper airplane. Its looking super cute! Looking forward to more close encounters of the earth-like kind, all in all, very enjoyable start!
Interesting idea, though I think most of the advanced components e.g. med components, gravity components etc end up needing so much of one specific material that they'll be tricky to get in large enough amounts to build jump drives and the like that it might not be needed
Next challenge, 2 part of the suit only start, bit the end goal is to have a mothership that can dock 1 scout craft! Stumbled across your channel and love the content and how informative it is!
have fix for your suit power issues: have 10 interior plates in intentory so you can weld passenger seat on unknown signal - then simply enable its battery :) (also if you have grabby hands you can make poor man space ship :D)
Aaaahhh!! I haven't watched it yet but I know this is going to be good :D I have been waiting for one of you to do this! You're living my dream, as I don't have time to play SE any more :)
Well splitsie... all us men deal with a little 'welder' droop as we get older... I know I know... it's never happened in other 'Saves'.... stay strong, there's more to life than a welder that stays firmly out front!
Just to boost an algorithm. Seeing you tackle this challenge really highlights the issue with current system. In order to do anything, you need a survival kit, so that you can expand. That or go through hoops like you did. I simply see 0 reason to ever bother with stations as you can easily get all the components yourself by making your own ships and mining in space or on planets. There really should be both more mission types and an incentive to actually bother with space stations. One I noticed was a mod, which let space stations sell prototech scrap and frames. Just a thought, good try overall.
It's a tricky balance overall with SE, I wouldn't want the core game made more difficult to drive interaction with the economy stuff, but it would be great to make the economy stuff more engaging so that you will want to do it 'just for fun' and then it makes it even better for those who want to self impose limits and use only that part of the game :)
I do this in my starts but without tools and with Aw Scrap turned on. Get on my level, scrub. :P What's more, I don't start at a station. I have a mod that makes the drop pod literally a seat with a battery and a parachute attached to it, so I have to figure out a way to even GET to a station to start the economy thing. 18:08 You can deposit and withdraw funds at the store. You don't need an ATM. 21:40 They...don't like it. You end up losing way more rep than you gained from the mission. 44:48 Buy datapads for station locations. They have GPS coordinates for other stations on them and they're ridiculously cheap. 47:41 Nevermind.
Be a nomad/space trucker make the factory parts into a column, put ions and solar on the segment two left right thrusters on the far back of the trailer for rotation a connector so you can disconnect to go places faster and call your ship Titan-ite (Titanium Satellite) cuz it sounds cool. :}
I would have loved to have seen a conector on the assember refinery construct, so you had a dual module ship where you could split the two when needed.
im going to start with nothing.... first unknown signal you can almost build a ship with it..... same old luck on your side heh splitsie ... XD like this style of video because it shows how fast you can go up even starting broke ( need an npc station tho )
im always saying the economy is underrated, sure it could have been done better but its still super cool, especially when I remember playing without it
It's been interesting to play with, my main issue with it is that they didn't make it open to modding, I desperately hope they open it up so we can flesh it out ourselves :)
I've done economy only playthroughs where i could only use ships from the economy store. As well as ones where i couldn't use any refinery and only the survival kit assembler. I think not having use of the assemblers or refineries is far more of a challenge then starting with nothing at all because once you get the refinery/assemblers it's just a normal playthrough whereas the lack of manufacturing puts you in the need to constantly salvage and deal with the trade stations. Honestly i hated every minute of it but it did help me be far more efficient with designing future ships. By far my most frustrating playthrough was a small grid only playthrough where the end goal was to visit every planet and all of my vehicles had to be small grid only. It took only three or so days to get a ship ready for the trip but almost two weeks of floating between planets. That ended up being the playthrough that burned me out on Space Engineers. I had to take a break from the game after that. The only good thing from that was i ended up with a really neat small grid ship but at almost 4K blocks it started doing that thing where it would sometimes fall through the planets surface when i tried to land. I had to hover above the surface and place a large grid block embedded in the ground then lock onto that instead of the voxels.
I thought the little yellow bike was so cute up until you gave it wings lmao... personally I would make them vertical and then you could just face the sun and rotate around real quick to decelerate / dock like Luca the Guide's recent video showed it still looks cool tho
@Splitsie ... 😆😂😆 really makes a better game when scraping the bottom of the barrel in order to survive 🤔🧐🤔😁 maybe add a food requirements mod, then change the title to : "THE STARVING MARTIAN" YAY🎉🎉🎉🎉 That actually sounds really awesome 😆😂😆😂😆 and bring the others to "starve together is better". Oh that would make a good title too Good luck have fun, looking forward to seeing the next challenge...
I consider "Unknown Signals" to be random anonymous gifts for needy Space Engineers... Which makes the ones that rotate or explode a prank from some jerk taking advantage of the system.
I found a quote that sums up all of SE; “If you can walk away from a landing, it’s a good landing. If you use the airplane the next day, it’s an outstanding landing.”
- Chuck Yeager
Y'know what would spice up the economy system? A tier-based trading system, where with enough reputation you can get access to basically better shops and contracts. Maybe get in at some smuggling of prototech components at the highest level, as a slow and expensive way to get them without risking being attacked by the Factorum - or of an entirely new set of rewards limited to such strategies.
Yeah, there's so much that could be done with it, especially if they open it up to modders
Good idea. Submit to Keen, please.
@@Splitsie Was thinking about a complete scenario, like scrapyard, would be soooo awesome for this.
@@Boborjan1986 awwscrap would be a good mod for enforcing the right kind of gameplay early on. also makes piracy less lucrative
I wish they were more up front about reputation changes. If there's a hit to a faction for completing a contract, it should be listed.
Other YTers: "Wow, that was lucky, what a great start to my run!"
Viewers: Pressing X
Splitsie: "Nah, that was a bit too good, I'm reloading"
🤣
For future reference, if you have a hydrogen bottle, and the station sells hydrogen, you can buy 1 liter of hydrogen to fill the hydrogen bottle in your inventory.
Also, the cashback option on a store block allows it to be used as an ATM.
there should be an ATM on this station, usually its outside somewhere.
It's frustrating how poorly known the Economy system is to most players.
@@BrianRonald As a new player I say: It's a very specific and strange system in an already confusing game that's 90% about mining > refining > building. It's like Potion Brewing for me in Minecraft. A very extensive system, that's behind a singular, specific item, that- I'm pretty sure- is only craftable after killing a mob from the Nether.
They're both just out of the way of the normal loop that it doesn't appear worth my time, so I never learn it.
Learning potion brewing in minecaft is relatively simple but the buffs you can get are incredibly useful in many situations. Almost every potion follows this exact formula -
Water bottle + Nether wart + X ingredient + Glowstone for strength OR + Redstone for duration
So if I wanted a potion of swiftness 2 it would be Wb + Nw + Sugar (the ingredient for swiftness) = Swiftness 1 then + Glowstone powder = Swiftness 2. You can even find a brewing stand in a village church but it will still require blaze powder to power it, which you should have anyway if you're crafting eyes of ender. It can be fully automated with a few hoppers and droppers feeding ingredients to the brewing stand which is fun to solve and having regeneration potions for the duration of the wither fight is essential, especially on bedrock where the fight is almost impossible without them. I know no one asked but seeing your comment made me think of all the fun I had designing an automated potion brewer for me and my friends to use on our old world a few years ago
I checked a few of the blocks about and couldn't access any :(
@10:57 Never has the Capac soundbyte "Whaaat, not enough construction components" been more deserved.
event controller, controlled hydrogen engine, if battery is less then 20%, turn on engine, if battery is greater the 80%, turn off engine. Also, you can directly refil bottles at the npc stations by buying 1KL worth to yourself, as long as you have a bottle.
the event controller trick is absolutely something I'll have to figure out!
I haven't had enough play time sence they came out to figure them out and really need to play around with them.
Don't you need 2 controllers for that? One that turns on the engine at battery level of 20% and below. While the other turns off at 80%?
@@Ediros1 I don't think so, but maybe, either way 2 event controllers are not expensive really
@@Ediros1 Yes, you do, since you can only set one criteria per controller. You could have one that turns on under 50% and off over 50%, but it would just cause the engine to rapidly turn on and off repeatedly. If you want different criteria like that, then ya, you need two.
Batteries don’t recharge at 100% efficiently only 80% so you loose power from the hydrogen engine recharging batteries with it, you’re better off just using the power from the engine directly and using the batteries as a backup
25:00 Splitsie realizing he's an Amazon Orbital Services Tech.
Your 'false start' reminds me of my "No refining" playthrough, where I wanted to play by only getting components through grinding down unknown signals or pirate/faction ships. I thought it would be hard.
Cue an *ABSOLUTELY MASSIVE* large grid ship spawning as a scrap distress signal which had almost everything on there including a jump drive. Most of my early game sessions were just grinding the beast down and then hauling all of the components back to a place where I could build something useful from it.
The economy system really has potential if they could open up the opportunity for modding it.
100% Balancing against that was an interesting challenge when making the Scrapyard mods, it's tricky to keep the early game pacing at a level where you get to appreciate your finds and not instantly feel like the emperor :P
Pls make this a series! I'm loving it!
My plan is to make it a mini series, 2-4 videos or so 🙂
@@Splitsie 2-4 videos? You'd best get cracking then coz I saw your gamesave was called 'Rags to Riches', not 'Rags to Comfortably Well-Off'.
We want the riches 😉🤣👍
@@Galerak1maybe he didn't check prices for the bigger ships...😂
knowing splitsie though he's also not one to cheese the economy by just doing boring mining/acquisition contracts once he has the means to breeze through them... although they're generally also lacking variety and modability so it does get a bit boring past the startig challenge :(
fingers crossed we see a fighter purchase and some escort contracts + repairs using economy only ❤
@@SplitsieI have done this before and I lost steam once I got a decent large fridge ship - where do I go from there?? But I also didn't have progression on... I'll have to take another swing. I did use the sleep lid though and paid a nightly fee to stay at the station.
@SmooreMC85 Once I got a decent jump capable ship built I just pointed away from center and went. Heading to Deep Space 8000km at a time to "see what's out there".
I think you've had a Canary before, but the name is perfect. Like the canary in a coal mine, if it dies, you're in trouble.
STIV sells ships.
Economy Station Key - The first two letters is the faction name abbreviation. The second two letters is station type.
Ship Merchant - AT, CG, CS, EG, HI, IN, IV, MA, MK, SB, WE
Ores & Ingots - DC, DR, EX, MG, MN, PR, SR
Components - AL, CM, CO, CT, DE, DW, HS, MC, SH, SL, TK, TR
another to add to components - IT
Lol I was looking for that thread on reddit for this same thing, I'm just late to catching up
39:37 "I guess my worry is that I'll forget and I'll leave the engine running. And I'll burn through stuff that I don't need to."
That's honestly always been my fear as well. But, for whatever reason, this video finally made it click in my head that we could use an event controller to automatically shut off the hydrogen engine whenever you had more than, say, a 95% charge on the battery so that it would only serve as a battery recharger.
Must be odd for the station staff to see this one grey suit engineer coming and coming from the station, accepting missions, then just building "random" blocks just outside the safe zone.
You know, if the station had staff.
"Sir? Sir, we don't provide lodging services..."
@@MMuraseofSandvich The Corporate Way.
Not to mention littering the station floor with plushies, drills and other piles of random junk. Are we playing Star Citizen now?
Splitsie should really add the "Crew enabled" mod. The engineer npcs it adds are coloured like the station, but they only sit at the tables (at least last time I checked, that was before the signal update)
@@AnonNopleb I love this idea :D
Uuuuuuhhhhhh. Now i have to make a new save..... i have like 3 now that i barely get to play as it is. Darnit Splitsie. Good work.
Lol 😂
When you unlock the Merge block, I guess you could steal them small batteries from your unknown signals, and just pop 'em on your ship when push comes to shove..
Yeah, prior to getting the solar panels it might have been worth attaching them just to steal their power at least
Throwing away a lot of early construction components by grinding out blocks before grinding the lights off of them.
Yeah, I'm always a bit haphazard about those - too accustomed to having them easy to get :P
To be totally fair, this would be a GREAT starting scenario for anyone if they were given, say 50k credits and a shipyard, choose a small grid basic ship to start the game, then you can have a builder/miner/fighter and build up from there. Or, as you've done here, neglect all of that and run around in a suit to afford a bigger/better starting ship
There is a server, Draconis Expanse, i5's basically this.
@@pedropimenta896yes but I mean a scenario you can play in single player without the funk of multiplayer in SE.
Sounds too easy
@@trivalentclan People gotta start somewhere... and most folks aren't really playing SE for "hard" in the first place.
If there were ships made of dodgy blocks that had some sorts of issues in ships that didn't start at several million each, it'd be a fun way to play - annoyingly it's not something we can properly mod in, though I would like to see what might be possible with what jturp is doing with his trader bots (I'm not sure if it's just putting a face to the stations or if it's a separate thing though)
Tools can drift off screen when you are using your jetpack and move too suddenly, the fix is to switch your jetpack off and then switch it back on.
Also that Haulage contract - pain. You'd have made it if it wasn't for the planet, made it with a minute to spare.
18:03 Complains that Capac leaves parts all over deckplates.
Meanwhile....
"this would be a really bad time to die from low power" he says with 3 powerkits in his backpack 😂
He's fallen into the classic trap of never using consumables because you might need them later. Happens to me all the time.
I'm terrible with that, every RPG ever I finish with backpacks full of all the potions and scrolls I held onto 'just in case' :D
I love this concept, boiling SE down to its core engineering mechanics and applying them in a new way! I hope you make more
They said they are going to add more NPC stuff. I hope the Economy is part of that. Like more elaborate and varied missions and new ships that have new parts. I think all the ships currently are from parts available in 2013?. Imagine being able to buy a ship that has prototech but has some requirement that is very challenging. Possibilities are endless. Thanks for the video. I am enjoying this series.
What they need to add is mod support for contracts and such. It's a gaping hole in their modding support, and it's sharply limiting what some of the advanced scenarios (like Ares At War) can do.
Agreed, more vanilla content for it AND opening it up for modding would make SE capable of some properly interesting scenarios using the economy and faction setups
This is a wild coincidence! I just started an economy run myself! My goal is 1 billion SC where you can scavenge/loot but each rep point lost is a fine of 50,000 SC and respawns cost 500,000 SC! Anyway, really hope you make this into a series, I'd love to see more!!
That's a neat rule set! to bad the NPCs don't have a "pay for rep" option, it would certainly be a great addition!
@@ARockRaider Yeah. If I had any knowledge on how to make mods, I'd love to try and set something up for it, but as it stands currently, I just make the payments to a faction I set up and keep track of my debts manually
I wonder if one of the respawn mods that costs components could be made to cost cash, could be a nice automatic way to have that respawn fine work
You are opening my eyes up to things I've never considered in Space Engineers. What a cool challenge!
this sounds like a fun series to watch
A series/mini series where the progression system is disabled but the ability to build any assemblers is also disabled, you could mine and refine but that would just be to sell ores and ingots, any ability to get materials would have to be either bought or salvaged or commandeered from the pirate faction
So basically just this series but a small step forward in the straight economy
(Edit) even if Splitsie doesn’t I still love this series, well every SE series he has done is great
I've been thinking that might be something I could do with Capac (just the two of us) and go full on pirate, we're hoping to find time to do something like that in the coming months :)
These survival challenges are fun to think of what you can build i cant wait for the wacky or epic inventions xD
Maydays seem to be somewhat broken at the moment, I've been chasing them down lately, 30mins+ and/or lots of KM's, still nothing, then 3 will simultaneously spawn. Also they usually spawn 30km out, so can be missed easily if they spawn behind you and you travel out of range.
Interesting, I wonder how they broke that with the update?
@@Splitsie Possibly the frequency setting, I don't think existed previous to contact, maybe what works for the new planetary encounters doesn't work for the old space versions? No doubt the next update with new trade ships and encounters might tip things back the other way.
Hey @Splitsie :) How about "stealing" some oxygen from space station by moving small grid "Drone" with O2 tank and Air Vent (on depressurize) inside the station ? :)
😂 devious! I love it!
Sadly as much as that would be cool, it doesn't work :(
Air vents won't detect an atmosphere as being present unless it's a pressurised space on the same grid as the vent (can't even be a subgrid) or it's the atmosphere of a planet. I got frustrated by that when trying to do a subgrid based small grid airvent in the past
I think that making more rare resources consistently available for purchase would make the economy more reasonable to engage with. If uranium was easy to buy but hard to find then it would both make reactor powered ships more viable, and encourage players to regularly visit trading stations. You could also have black market trading stations that specialize in selling weapons and ammunition, as well as damaged cargo ships, which would imply that they were acquired through piracy. I also think that certain cargo ships should offer trades (mining ships offering ores for example). There could also be hirable transports that you can give resources or a grid to along with a set of GPS coordinates, and depending on how much and how far they will give you a price to move those things to the destination.
Any or all of those things would help, the system has potential but keen haven't really gotten enough out of it. Maybe they'll eventually cave to us and at least open the system up to modders
Wow, my friend, you are making this real hard for yourself.Oh keep on being awesome. I'm pretty sure you're going to inspire somebody else to do this.😊
3:00 Gigachad moment right there 🤣
Eh, what? Splitsie got kidnapped! Some imposter is making videos with his channel. I know because keeps paying attention to his O2 and power.
Lol 😂
Never have I thought about doing an only-Economy game, very cool! Can't wait for the next episode!
Build three oxygen farms and an O2 tank on to your assembler along with a couple of solar panels and your O2 problems will be solved with enough to refill your suit and bottles.
Problem is, O2 farms cost a solid amount of power. Each farm requires 20 kW, which means 3 takes up over a third of the _maximum_ power output of a large grid solar panel. And you'll only sustain that maximum if you set up that panel on a tracking array (and I think his station is actually in the shadow area around the planet, so he'll never get maximum uptime on the arrays).
It does solve the O2 issue, but it definitely isn't free. And tbh, O2 isn't really an issue for him now anyway. Engineers require 0.063 L/s of oxygen, so 50 kL of oxygen is enough for a bit over 9 days (~220.5 hours) of gameplay, and it only cost him 8300 credits for that much oxygen, or about 38 credits per hour of oxygen. That's completely trivial, and imo not worth the resources that'd be required to build the farms, the solar panel, and the tracking array.
Yeah, they're power hungry so I'll likely rely on buying O2 for a little while, though I'm honestly not sure where this will end up going as I want to do some of each mission type so I may well end up not wanting all sorts of things I usually would :)
Thank you splitsie for making my bay every week I got space engineers and I played for a few hours and I all ready love this game and I love your content😊
How are you always so damn lucky :) appreciate the restart for us unlucky ones... Also the prices cycle. so you have to wait for the discounts which is shown as the red prices.
Oh, interesting, I'll have to pay more attention to the prices then :)
Haven’t finished watching yet, but does splitsie ever realize if you have a hydrogen/oxygen bottle in your inventory, (I’m 99.99% sure) you can just directly buy hydrogen directly from the station to fill the bottle?(unless it has changed)
I stupidly didn't even think to try that 😂
@@Splitsieyou'll have reason to try again soon enough, as you've blocked your access ports to tanks with big battery ;p
Lol not quite, can just barely access past the little cut corners on the warfare battery 🙂
Hasn't worked for me ... dunno why.
Haha, that ending. I really need to get back to watching you and playing this game. This is a style I have not tired yet
@02:54 Splitsie's recreational masochism kicks in again
I like the part where you were so ready to travel, just to stop and go back into the station XD
💯👍 GREAT, this is 100% the kind of thing I was always looking forward someone would do in this game. Looking forward to hopefully a long lets play.
You can also find cash in the inventory of trade station beds, and sometimes free low tier tools and weapons in cabinets and weapon racks
I couldn't open any of the cabinets I tried to open, but I didn't check (or recall seeing) any beds
Can we name your ship The Paper AeroDuck? Because its bath duck yellow and looks ike a paper airplane. Its looking super cute!
Looking forward to more close encounters of the earth-like kind, all in all, very enjoyable start!
Also it's Piper Cub yellow. :D
I second this motion
GG. Interesting concept. Good luck going forward in the interconnected industrial world of Space Engineers.
Request mod to prevent creation of advanced parts, which must be purchased.
Interesting idea, though I think most of the advanced components e.g. med components, gravity components etc end up needing so much of one specific material that they'll be tricky to get in large enough amounts to build jump drives and the like that it might not be needed
Entertaining and I learned new items about Space Engineers. Thanks Splitsie!
lol @ that ending 😂
Also how you manage to tolerate the tier 0 grinder for so long is beyond me.
It helps that I spend so much of my time thinking about what I'm going to do next that I forget what I'm doing now :D
Next challenge, 2 part of the suit only start, bit the end goal is to have a mothership that can dock 1 scout craft!
Stumbled across your channel and love the content and how informative it is!
have fix for your suit power issues: have 10 interior plates in intentory so you can weld passenger seat on unknown signal - then simply enable its battery :) (also if you have grabby hands you can make poor man space ship :D)
I was thinking of doing something like that as my first space ship, kinda disappointed it wasn't needed :D
Such a cool challenge, Loving this start!
@32:50 Ladys and germs introducing the 'Fly a ma jig"!😁
Very cool concept! I hope it will be at least 20 episodes =D
51:48 "Add a little beak on it ..." Ah yes ... a bird of pay
Aaaahhh!! I haven't watched it yet but I know this is going to be good :D I have been waiting for one of you to do this! You're living my dream, as I don't have time to play SE any more :)
always a good day when your favorite youtuber uploads. loving these one off challenges, do you plan on doing more?
Yup, though this one is going to be a little longer than a one off, hoping for 2-5 episodes or so :)
super fun new way of play the game :) Congrats :)
Great challenge; I'm looking forward to see how it plays out!
Next time Splitsie, with his flying cheese wedge, will have to make a long journey to a new station.
FINALLY PROFIT GAMEPLAY ON SPACE ENGINEERS, I LOVE YOU SPLITSIE
Scooty Puff Jr suuuuuuuuuuuuucks......, You need Scooty Puff Sr - The Doombringer
100% But we're not on that time loop... yet ;)
great series love it!
will only end in tears.....
Lol hopefully not 😂
@@Splitsie tears of laughter are still tears
This episode almost did with that gravity well😂
The welder disappearing happens to me all the time though I thought it was just because I was on Xbox
Love these economy only challenges
Yay a new series I don’t have time to watch your 4 hour streams I tried but can’t.
Interesting consept, im exited!
Stations usually have some sort of crate you can store things if you don’t want to just drop it on the ground.
Also check the beds for spare cash…
NEW Splitsie Series???? AWESOME!!!!!
51:14 OH YEAH, we pod racin' now. Lets GO
Well splitsie... all us men deal with a little 'welder' droop as we get older... I know I know... it's never happened in other 'Saves'.... stay strong, there's more to life than a welder that stays firmly out front!
That little canary "ship" is probably the closest you can get to a Scooty-Puff JR in Space Engineers. lol
You probably forgot, but you don't need an ATM to deposit your money. The shops have a deposit/withdrawal in the UI already 🤪
I'm so curious if that repair contract will actually ever get fulfilled...
I'm going to guess no, but I'm going to try :)
Just to boost an algorithm. Seeing you tackle this challenge really highlights the issue with current system. In order to do anything, you need a survival kit, so that you can expand. That or go through hoops like you did. I simply see 0 reason to ever bother with stations as you can easily get all the components yourself by making your own ships and mining in space or on planets.
There really should be both more mission types and an incentive to actually bother with space stations. One I noticed was a mod, which let space stations sell prototech scrap and frames. Just a thought, good try overall.
It's a tricky balance overall with SE, I wouldn't want the core game made more difficult to drive interaction with the economy stuff, but it would be great to make the economy stuff more engaging so that you will want to do it 'just for fun' and then it makes it even better for those who want to self impose limits and use only that part of the game :)
I think a good idea would be to build a autocanon turret or buy a simple rifle at the trade station, a single random pirate drone can be disastrous
Knowing my aiming that's just a way to get killed, much better to bravely run away :D
@ with 2 small ions?
I do this in my starts but without tools and with Aw Scrap turned on. Get on my level, scrub. :P What's more, I don't start at a station. I have a mod that makes the drop pod literally a seat with a battery and a parachute attached to it, so I have to figure out a way to even GET to a station to start the economy thing.
18:08 You can deposit and withdraw funds at the store. You don't need an ATM.
21:40 They...don't like it. You end up losing way more rep than you gained from the mission.
44:48 Buy datapads for station locations. They have GPS coordinates for other stations on them and they're ridiculously cheap.
47:41 Nevermind.
If you want to get that 30hp back, you can buy and drink Clang Colas for a little bit of HP each
You can build onto satellite batteries. You won’t own the battery, but you’ll own whatever you add to it, and it’s free power!
Be a nomad/space trucker make the factory parts into a column,
put ions and solar on the segment two left right thrusters on the far back of the trailer for rotation a connector so you can disconnect to go places faster
and call your ship Titan-ite (Titanium Satellite) cuz it sounds cool. :}
Nice work. I doubt i could ever pull that start off.
It's a tight squeeze but it is possible to get a tiny remote ship thur a door and siphon oxygen from the station. It has to be timed perfectly.
You can't syphon from the station though, air vents only detect planetary atmospheres or atmospheres on their own grid :(
@@Splitsie welp i tried to give a good idea.
I had a similar idea in the past for a different reason and was also disappointed when I learnt it :(
Now do it on a Official Keen server XD Future ideas aside would love seeing how to continues!
Ugh that would be sooo much pain :D
I want a part 2, I like this kinda of video. subbed!
I'll hopefully get one done this week, just got back from travelling so have a bit of catching up to do :)
@Splitsie mmm I miss play space engineers. These videos at least let me experience it again and learn stuff I didn't know
this is definitely something, a creative challenge on top of hard, i just don't like being entirely dependent on stations for the hydrogen and oxygen
I think the dependency will feel less significant once you have a decent sized tank and do a big purchase :)
I would have loved to have seen a conector on the assember refinery construct, so you had a dual module ship where you could split the two when needed.
It may well get added, but just not yet :)
You can fill a bottle from your inventory by buying gas at a station that offers it, not just tanks.
Thanks, wish I'd known that or even thought to try :D
Perfect illustration of how most of the Economy contracts are kinda pointless. By the time you are able to do them, you don't need to. It's a shame.
Yup, hopefully they'll open it up to modders one day...
Scooty-Puff Junior FTW!
im going to start with nothing.... first unknown signal you can almost build a ship with it..... same old luck on your side heh splitsie ... XD like this style of video because it shows how fast you can go up even starting broke ( need an npc station tho )
lol It was ridiculous, I feel I made the right call rolling back on that one :D
Love the new engineer pointer cursor, I want one!
lol :D
Sadly it's something that's only doable with overwriting the game files directly, I wish I could have put it out there as a mod :D
if this craft hasn't yet been given a name to the little craft yet, I'd say a good name could be the Finch, like yellow finch
Just found out I’m in the top 0.2% of your viewers 😅 love your content man keep up the good work
Which group would that be? 0.2% of my views come from Lithuania, Mexico, Japan, Greece and India :D
None of those groups actually I’m in the US I’m just going off the gaming recap thing TH-cam put out
Oh! I must have missed that while I was away, didn't realise they'd done a recap recently :D
Space Scooter FTW!
im always saying the economy is underrated, sure it could have been done better but its still super cool, especially when I remember playing without it
It's been interesting to play with, my main issue with it is that they didn't make it open to modding, I desperately hope they open it up so we can flesh it out ourselves :)
I've done economy only playthroughs where i could only use ships from the economy store. As well as ones where i couldn't use any refinery and only the survival kit assembler.
I think not having use of the assemblers or refineries is far more of a challenge then starting with nothing at all because once you get the refinery/assemblers it's just a normal playthrough whereas the lack of manufacturing puts you in the need to constantly salvage and deal with the trade stations. Honestly i hated every minute of it but it did help me be far more efficient with designing future ships.
By far my most frustrating playthrough was a small grid only playthrough where the end goal was to visit every planet and all of my vehicles had to be small grid only. It took only three or so days to get a ship ready for the trip but almost two weeks of floating between planets. That ended up being the playthrough that burned me out on Space Engineers. I had to take a break from the game after that. The only good thing from that was i ended up with a really neat small grid ship but at almost 4K blocks it started doing that thing where it would sometimes fall through the planets surface when i tried to land. I had to hover above the surface and place a large grid block embedded in the ground then lock onto that instead of the voxels.
I thought the little yellow bike was so cute up until you gave it wings lmao...
personally I would make them vertical and then you could just face the sun and rotate around real quick to decelerate / dock like Luca the Guide's recent video showed
it still looks cool tho
@Splitsie ... 😆😂😆 really makes a better game when scraping the bottom of the barrel in order to survive 🤔🧐🤔😁 maybe add a food requirements mod, then change the title to :
"THE STARVING MARTIAN"
YAY🎉🎉🎉🎉
That actually sounds really awesome 😆😂😆😂😆 and bring the others to "starve together is better". Oh that would make a good title too
Good luck have fun, looking forward to seeing the next challenge...
Years ago, we had the Ugly Duckling. Now we have the Yellow Hornet.
Can't slingshot around the planet to reach the delivery point in time? No, wait, that's Farscape...
Oh man, I really wish I had time to watch Farscape again, I love that show
This is a neat idea
I consider "Unknown Signals" to be random anonymous gifts for needy Space Engineers... Which makes the ones that rotate or explode a prank from some jerk taking advantage of the system.